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Totally normal thing to do. You can also render your 3D to one render target and your 2D to a different render target and then draw those over each other in a later pass. That lets you do all sorts of fun tricks, like rendering the 3D in a lower and faster resolution while keeping your 2D in a higher and crisper resolution. This sort of thing is also ...


DXGI_FORMAT_R32G32B32_FLOAT is not 16 bytes, that's the first problem after a quick look. Either declare it 12 in your layout or specify D3D11_APPEND_ALIGNED_ELEMENT instead. Or Make it DXGI_FORMAT_R32G32B32A32_FLOAT instead depending on your matrix.


The question is what pixel format are you converting your JPG and PNG images to for the DDS, and with what tool? Many of the older tools, including the legacy DirectX SDK texture tool, will default to using a 24bpp format D3DFMT_R8G8B8. The problem with this format is that there is no DXGI format that is 24bpp. The DDSTextureLoader in DirectX Tool Kit is ...


Many possible reasons why something would not be rendered but if the difference is only in the matrix, here's some that I think might be most likely: Camera is too far (a triangle of size 1 in distance ~1732 with 45 degree FOV might simply be too small to see) You're looking at the triangle from the other side and culling is enabled (seems a bit unlikely ...

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